Chaining Transforms in D3 - d3.js

I am currently having trouble chaining a rotation transformation in a D3 line chart. The parameters for the origin are dynamically updated and I am not sure what I need to do so that each call to this batch of code rotates the line a further 15 degrees. I have tried adding a plus in front of the rotate string as per another answer I saw but it throws an error. Ideally I would like the transition to animate each time from the updated rotated position(like the hand of a clock moving).
//select the path I want to transform this works for a single time
d3.select(".demandPath1")
.transition()
.duration(2000)
.attr("transform",`rotate(-15,${xScale([demandX[5])},{yScale(demandY[5])})`)
This code will be called on the press of a button which should continually rotate the line in increments of 15 degrees starting each time from the new position.

Create a variable to store the string:
var existingTransformString="";
Use string concat method to append the new string to the existing string- which has the correct transforms stored i.e. those that have been applied to the existing path element:
function rotate(direction){
if(direction==="increase"){
let string = rotate(15,${xScale(demandX[5])},${yScale(demandY[5])});
existingTransformString = existingTransformString.concat(string);
d3.select(".demandPath1").attr("transform",existingTransformString);
}else{
let string = rotate(-15, ${xScale(demandX[5])},${yScale(demandY[5])});
existingTransformString = existingTransformString.concat(string);
d3.select(".demandPath1").attr("transform",existingTransformString);
}
}

Related

Make a rigged character's head rotate in sync with a quaternion in Unity

I have a face detection app, and I want a character's head to rotate according to the detected face's pose.
I've managed to get the rotation of the detected face in the form of a quaternion, but I'm unsure about how I'm supposed to translate the data from the quaternion into 3D points for the reference points of the rigged character which I believe will decide the rotation.
Let's say I have this character: http://i.imgur.com/3pcRoYx.png
One solution could be to just cut off the head and make it an own object and then set the rotation of that object according to the quaternion, but I don't want that. I want an intact character.
Is it possible to move the reference points in the head with the data from a quaternion? Or have I gotten it wrong how rigged characters turn their heads? I haven't animated before.
You can apply rotation to a single bone. Get that bone in your script. Keep a var in your class to store the last quaternion in and every update, compare it to that and rotate by the different. I don't have the actual editor here but try this psuedocode.
class NeckRotator {
public GameObject Neck;
private Quaternion LastFace;
void Start(){
LastFace = Neck.transform.Rotation;
}
void Update(){
var DetectedFace = ... // Whatever you do to get this
var Change = Quaternion.Inverse(DetectedFace) * LastFace; // Found this online real quick
Neck.Rotate(Change);
LastFace = Neck.transform.Rotation;
}
}
I've done something like that before to rotate a neck of an NPC to look at a player. It should work for your deal as well.

Snap SVG animating existing matrix

I use Snap.svg to create a simple card game. I loaded drawed cards from file and moved them to specific location using matrix translate.
It's svg element now looks kinda like this:
<g id="card11" inkscape:label="#g3908" transform="matrix(1.5621,0,0,1.5621,625.1085,529.3716)" cardposition="4" style="visibility: visible;" class="card inhand hand-4 ofplayer1">...</g>
However, now I'm trying to animate them to a specific position (same for all cards) using this:
function animateTo(object, x, y, scaleX, scaleY, time) {
var matrix = object.transform().localMatrix;
var added = new Snap.Matrix();
added.translate(x, y);
added.scale(scaleX, scaleY);
added.add(matrix);
object.animate({transform: added}, time);
}
or something like this:
function animateTo(object, x, y, scaleX, scaleY, time) {
object.animate({transform: "t100,100"}, time);//this one I tried to use to understand how snap animations works
}
And here is my problem - when it animates, it allways first deletes the animation matrix of object and start animate from it's original location with blank matrix (where the object would be without transform attribute).
For example, when I tried:
var matrix = object.transform().localMatrix;
object.animate({transform: matrix}, time);
I expected it will do nothing, but my object blinks to the top left corner (blank matrix) and animates to position where it should stay.
What am I doing wrong? I need to animate that object from some matrix state to another (ideally the same one for every object). Is it somehow possible? Like I can specify start transform attribute somehow?
Thanks.
According to Ian's advice, I've used toTransformString:
object.animate({transform: matrix.toTransformString()}, time);
but of course, I had to use it in previous transformations too using
object.attr({transform: added.toTransformString()});//this
//object.transform(added);//instead of this
However, getting local matrix still works as expected. Animation now works and I can use matrix.translate() - to relative move the object or object.animate({transform: "t100,100"}, time).
I also can modify a,b,c,d,e,f attributes of the matrix directly. (or use transform: "T100,100")
It works!
Thanks!

in d3.geo MultiPoint how can I provide different shapes for different poins?

I have some geoJson data that I am charting using d3.geo.
When I write something like
d3.select("svg")
...
.attr("d", function(d) {
return path({
type:"MultiPoint",
coordinates: get_activity_coords_(d.activities)
});
})
I always get a circle for each coordinate. The coordinates represent locations of various stopping points of a journey. What I would prefer is a different shape for the first and the last coordinate.
Is it possible to do this using MultiPoint, is there an example that I can follow? I could draw the points one by one, but I recall reading that MultiPoint is far faster. Plus, the code would be much clearer to read.
Thanks a lot.
You can't do different shapes for MultiPoint geoJSON with d3.geo.path. You can change the radius based on a function, but it looks like you can only set it per feature and not per point, so you'd have to break your set of points into multiple features and lose any performance benefit from using the single element.
However, there are other ways to go about doing this.
One option, as you mentioned, is to create a nested selection with a separate <path> element for each point, and draw each path using a d3.svg.symbol() function. You can then customize the symbol function to be based on data or index.
var trips = d3.select("svg").selectAll("g.trips")
.data(/*The data you were currently using for each path,
now gets to a group of paths */)
.attr("class", "trips");
//also set any other properties for the each trip as a whole
var pointSymbol = d3.svg.symbol().type(function(d,i){
if (i === 0)
//this is the first point within its groups
return "cross";
if ( this === this.parentNode.querySelector("path:last-of-type") )
//this is the last point within its group
return "square";
//else:
return "circle";
});
var points = trips.selectAll("path")
.data(function(d) {
return get_activity_coords_(d.activities);
//return the array of point objects
})
.attr("transform", function(d){
/* calculate the position of the point using
your projection function directly */
})
.attr("d", pointSymbol);
Another option, which allows you to set custom shapes for the first and last point (but all intermediary points would be the same) is to connect the points as the vertices of a single, invisible <path> element and use line markers to draw the point symbols.
Your approach would be:
Create a <defs> element within your SVG (either hard-coded or dynamically with d3), and define the start, middle and end marker points within them. (You can use d3.svg.symbol() functions to draw the paths, or make your own, or use images, it's up to you.)
Use a d3.svg.line() function to create the path's "d" attribute based on your array of point coordinates; the x and y accessor functions for the line should use the projection function that you're using for the map to get the x/y position from the coordinates of that point. To avoid calculating the projection twice, you can save the projected coordinates in the data object:
var multipointLine = d3.svg.line()
.x(function(d,i) {
d.projectedCoords = projection(d);
return d.projectedCoords[0];
})
.y(function(d){ return d.projectedCoords[1];});
(You can't use your d3.geo.path() function to draw the lines as a map feature, because it will break the line into curves to match the curves of longitude and latitude lines in your map projection; to get the line markers to work, the path needs to be just a simple straight-line connection between points.)
Set the style on that path to be no stroke and no fill, so the line itself doesn't show up, but then set the marker-start, marker-mid and marker-end properties on the line to reference the id values of the correct marker element.
To get you started, here's an example using d3 to dynamically-generate line markers:
Is it possible to use d3.svg.symbol along with svg.marker

ILNumeric continuous rendering plots

Is there a way to continously plot changing array data? I've got a ILLinePlot to graph the line to changing data on a button event, but I would like to make it continuous.
while (true)
{
float[] RefArray = A.GetArrayForWrite();
//RefArray[0] = 100;
Shuffle<float>(ref RefArray);
Console.Write(A.ToString());
scene = new ILScene();
pc = scene.Add(new ILPlotCube());
linePlot = pc.Add(new ILLinePlot(A.T, lineColor: Color.Green));
ilPanel1.Scene = scene;
ilPanel1.Invalidate();
}
The problem I'm running into is that the loop runs, and i can see updates of the array, but the ILPanel does not update. I'm thinking maybe it's because the main loop can't be accessed due to this infinite loop, so I put it in its own thread as well, but it's still not rendering as I hoped...
As Paul pointed out, there is a more efficient attempt to do this:
private void ilPanel1_Load(object sender, EventArgs e) {
using (ILScope.Enter()) {
// create some test data
ILArray<float> A = ILMath.tosingle(ILMath.rand(1, 50));
// add a plot cube and a line plot (with markers)
ilPanel1.Scene.Add(new ILPlotCube(){
new ILLinePlot(A, markerStyle: MarkerStyle.Rectangle)
});
// register update event
ilPanel1.BeginRenderFrame += (o, args) =>
{
// use a scope for automatic memory cleanup
using (ILScope.Enter()) {
// fetch the existint line plot object
var linePlot = ilPanel1.Scene.First<ILLinePlot>();
// fetch the current positions
var posBuffer = linePlot.Line.Positions;
ILArray<float> data = posBuffer.Storage;
// add a random offset
data = data + ILMath.tosingle(ILMath.randn(1, posBuffer.DataCount) * 0.005f);
// update the positions of the line plot
linePlot.Line.Positions.Update(data);
// fit the line plot inside the plot cube limits
ilPanel1.Scene.First<ILPlotCube>().Reset();
// inform the scene to take the update
linePlot.Configure();
}
};
// start the infinite rendering loop
ilPanel1.Clock.Running = true;
}
}
Here, the full update runs inside an anonymous function, registered to BeginRenderFrame.
The scene objects are reused instead of getting recreated in every rendering frame. At the end of the update, the scene needs to know, you are done by calling Configure on the affected node or some node among its parent nodes. This prevents the scene from rendering partial updates.
Use an ILNumerics arteficial scope in order to clean up after every update. This is especially profitable once larger arrays are involved. I added a call to ilPanel1.Scene.First<ILPlotCube>().Reset() in order to rescale the limits of the plot cube to the new data content.
At the end, start the rendering loop by starting the Clock of ILPanel.
The result is a dynamic line plot, updating itself at every rendering frame.
I think you need to call Configure() after any modification of a shape or its buffers. Use the BeginRenderFrame event to do your modifications and you should not add infinitely many shapes / new scenes. It is better to reuse them!
Let me know, if you need an example...

How to get bone transform for a particular animation frame

I have an animation with about 20 frames. I need to be able to access local transforms for each bone for a given animation frame. I know how to access the bone and its local transform (a sample of the code)
Transform root, spine1;
getChildFromName(gameObj, "Jnt_Root", out root);
getChildFromName(root, "Jnt_Spine1", out spine1);
spine1.localRotation = someValue;
All of this works fine, but I don't know the values I'm getting are from which animation frame? I assume its from frame 1 (can verify using debugger but that's not the point)
The questions is how to get and set these values for a specific frame? Thanks!
Something like this should work for getting the current transforms:
AnimationState state = animation["your_animation"];
state.enabled = true;
state.normalizedTime = (1.0f/totalAnimationTime) * specificFrame;
animation.Sample();
// get all transforms of this animation, extract your root and spine from here.
Transform[] transforms = animation.gameObject.GetComponentsInChildren<Transform>();
Or if you're trying to sample while the animation is running you could do something like:
if(animation["your_animation"].normalizedTime > 0.3 && animation["your_animation"].normalizedTime < 0.5) {
//... do something at this point in time. You'll have to figure out the frame
//from the time
}
Last I checked you can't explicitly extract a particular frame. But if you know the total length of your animation (time-wise), you can move the animation to that point with something like: (1.0f/totalAnimationTime) * specificFrame; (this assumes the keyframes are uniformly spaced.)
Once stored you should be able to modify the transforms directly but I've never tried.

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